Mastering UVW Mapping in Houdini 16.5

Author

Released

8/14/2018

Learn how to apply and refine textures on 3D objects in Houdini with UVW mapping. In this course, Joel Bradley walks you through the UV tools available in Houdini 16.5 and shares specific situations where they may prove useful. Joel begins by explaining what UV mapping does, why you need it for your meshes, and how to set up, test, and alter UVs. He then moves on to more advanced topics, such as UV projection, texturing, and pelt mapping. He also shows how to group selections and create seams for complex object mapping, and how to sew specific UV clusters together for better seam management. Finally, Joel provides a look into the powerful Game Development Toolset that you can use for much more than games when working with Houdini and its UV mapping tool kit.

Topics include:

UV mapping basics

Controlling how UV mapping handles scale

Displaying viewport maps correctly

Testing and resetting UVs

Choosing a texture type

Mapping NURBS and Bézier surfaces

Making UV seams

Grouping, storing, and reusing UV seam selections

Using seams with pelt mapping

Selecting and manipulating UVs

Sewing shared points

Installing the Game Development Toolset

Skill Level Intermediate

1h 19m

Duration

4,276

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- [Instructor] Hello and welcometo our Houdini UVW Mapping course.My name is Joel Bradley,and I am excited to get the chance to sharethe tools and techniques that I use in my UVW Mappingworkflow when working in Houdini 16 and 16.5.To help us get up to speed as quickly aspossible with the UVW Mapping tools in Houdini,we will first of all cover some basic UVW info,as well as take a quick look at thetool options and workflows available.UV views,setting view port map fidelity,using debugging notes and more will be covered.

Next we will take a look at the UV texture,and UV project options,focusing quite a bit on the texture types,projection axis,and transform options that we have available.We can then move on to making use of some of the mostpowerful UV options in Houdini as we put UV seams,groups,pelt mapping,and the flatten note to work.And as well as taking a look at the popularmulti-tile approach to UV mapping and texturing.We will then dig into the UV edit note,which lets us translate our UV clusters,our shells,as well as giving us the abilityto sew our state share points together.

And then for the final set of exercises,we will spend some time looking at the game developmenttool kit that can be installed as a Houdini add-on,focusing specifically on the extra UVtools that it brings to the table,which are the autoUV and UV stacker notes.As we have plenty to keep us occupiedfor the next couple of hours,let's move on and get started withour UV Mapping in Houdini course.